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Reputation: 1181 My posts turn threads into gold
Group:
Members
Active Posts:
1,868 (0.65 per day)
Most Active In:
EDuke32 & EDuke32 modifications (988 posts)
Joined:
25-May 09
Profile Views:
15,847
Last Active:
User is online 3 minutes ago
Currently:
Viewing Topic: Beta Testing Thread for version ...

My Information

Age:
35 years old
Birthday:
June 7, 1981
Gender:
Male Male
Location:
Buenos Aires, Argentina

Contact Information

E-mail:
Click here to e-mail me
Website URL:
Website URL  http://gambinidesign.blogspot.com/

Latest Visitors

Posts I've Made

  1. In Topic: EDuke32 2.0 and Polymer!

    25 March 2017 - 11:39 AM

    It doesn't clip but its proportional size is too small, it almost looks like it clips. Now i understand the usefulness of having models, i think that would be very useful.

    Question: does the skbox´s position remain relative to the player view or to the map´s coordenates?

    Quote

    BTW, you only need "nocompress nodownsize" once per skybox.
    noted.
  2. In Topic: EDuke32 2.0 and Polymer!

    25 March 2017 - 10:26 AM

    I understand what a skybox is, i have my own set of skyboxes for the mod but the cube is too small for what i need. I won´t add models as you say, although i can see how taht could be useful for others, so go ahead with it!

    What i mean is: the cube where skybox textures are drawn is too small for my needs. It sure works great on small maps, but here we have three huge ass maps for which the cube is way too small.

    So the idea is that you add a def parameter to scale the cube of a skybox when it´s defined, like this:

    skybox {
       tile 84 pal 0
       scale 2
       top   "VEG_TOP.PNG" nocompress nodownsize
       down  "VEG_BTM.PNG" nocompress nodownsize
       front "VEG_NRT.PNG" nocompress nodownsize
       right "VEG_WST.PNG" nocompress nodownsize
       back  "VEG_EAST.PNG" nocompress nodownsize
       left  "VEG_SOUT.PNG" nocompress nodownsize
    }


    and with this:

    Quote

    It could even be awesome and probably innovative, if you could scale it in all 3 different axis. x scale y scale z scale. This would allow modders to make short but big or long in one direction skyboxes.


    I mean something like this:

    skybox {
       tile 84 pal 0
       xscale 1
       yscale 1
       zscale 2
       top   "VEG_TOP.PNG" nocompress nodownsize
       down  "VEG_BTM.PNG" nocompress nodownsize
       front "VEG_NRT.PNG" nocompress nodownsize
       right "VEG_WST.PNG" nocompress nodownsize
       back  "VEG_EAST.PNG" nocompress nodownsize
       left  "VEG_SOUT.PNG" nocompress nodownsize
    }


    So instead of a cube, you end up with a prisma of the given proportions. It is obvious that each texture face should be made to match its size, so it doesnt look stretched.

    I can live with the first idea, but the 2nd would be the bananas!

    Quote

    See my previous reply about applying tileshades to model skins. The system needs an internal revamp that I cannot prioritize at the moment. Please keep me informed of your release timeline.


    The sooner the better, we are about two months away.
  3. In Topic: EDuke32 2.0 and Polymer!

    24 March 2017 - 09:53 PM

    Can skyboxes be scaled through def file?

    If not, it´d be useful (and probably not that dificult) having the ability to scale them when defining them on the def file. I would love to have that because in my new Las Vegas map you get to see it from very different heights and there is no good tradeoff to adjust the horizon line so it looks right on both situations.

    It could even be awesome and probably innovative, if you could scale it in all 3 different axis. x scale y scale z scale. This would allow modders to make short but big or long in one direction skyboxes.

    Another thing is that i noticed that with the shadescale mode 2 voxels are still shaded the old open gl way. I already know this wont work on models for now, but what about Voxels?

    Thanks for any time given to answer or address this.
  4. In Topic: What are you working on for Duke right now?

    24 March 2017 - 07:23 AM

    I think his design aims at cubic geometry and lighting. No sloped shadows.
  5. In Topic: What are you working on for Duke right now?

    23 March 2017 - 02:29 AM

    awesome!!

Comments

Page 1 of 1
  1. Photo 07 Jun 2015 - 21:47
    Happy Birthday ya old man!
  2. Photo 02 May 2013 - 03:56
    It took me a while to figure out what the avatar was. I originally shot it too fast and then went to find the tile and giggled :P
  3. Photo 31 Mar 2013 - 10:10
    Hey, I saw something on Steam about you giving me a gift but the window was all black with only your name visible in blue. So, I'm not sure what you gave me but thanks for the appreciation!
  4. Photo 07 Jun 2012 - 08:59
    Felíz Cumpleaños wey!!!!! :D
  5. Photo 07 Jun 2011 - 19:01
    Thanks Yatta!
  6. Photo 07 Jun 2011 - 18:03
    Happy birthday bambino! <3
  7. Photo 07 Jun 2011 - 14:13
    Thanks man!
  8. Photo 06 Jun 2011 - 20:42
    Happy Birthday man!
Page 1 of 1

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